【汉化】YEP.154 – Extended Message Pack 2

Introduction

This plugin requires YEP_MessageCore. Make sure this plugin is located under YEP_MessageCore in the plugin list.

这个插件需要YEP_MessageCore。确保这个插件位于插件列表中的YEP_MessageCore下。

This plugin makes use of text codes to deliver vital information to the player. It can deliver the amount of items, weapons, and armors in the player’s possession to the various parameters, extra parameters, and special parameters for actors and enemies. The new text codes also allow you to change the text color based on two number comparisons for conditional ways to color your text. In addition to conditional colors, text can also be displayed based on switch values or custom conditions.

这个插件可以将很多重要信息采用文本代码的形式展示。例如玩家拥有的物品、武器的数量,玩家的各种参数。这个插件还允许您根据两个数字比较来更改文本颜色。除此之外,还可以根据开关或自定义条件显示文本。

Note: This plugin works best with RPG Maker MV 1.5.0+. Lower versions of RPG Maker MV will still work with this plugin, but you will not be able to fully utilize the plugin parameter features comfortably.

注意:这个插件适合RPG Maker MV 1.5.0+

Text Codes

By using certain text codes in your messages, you can have the game replace them with the following:

通过在消息中使用某些文本代码,您可以替换以下内容:

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 Quantity    Effect:
 \qi[x]      - Returns the quantity of item x the party currently has.
 \qw[x]      - Returns the quantity of weapon x the party currently has.
 \qa[x]      - Returns the quantity of armor x the party currently has.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 Compare          Effect: Changes text color based on x and y. Defaults:
 \compare    - x >= y = Green   x < y = Red
 \compare1   - x >= y = Red     x < y = White
 \compare2   - x >= y = Yellow  x < y = White
 \compare3   - x >= y = Green   x < y = White
 \compare4   - x >= y = Blue    x < y = Purple
 \compare5   - x >= y = White   x < y = Grey
 \compare6   - x >= y = White   x < y = Red
 \compare7   - x >= y = White   x < y = Purple
 \compare8   - x >= y = White   x < y = Dark Blue
 \compare9   - x >= y = White   x < y = Brown

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 Case                Effect: Returns a different string based on conditions.

 \caseSwitch{s?x:y}  - If switch s is on, returns text x.
                       If switch s is off, returns text y.

 \caseEval{e?x:y}    - If eval code e is true, returns text x.
                       If eval code e is false, returns text y.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 ActorParam  Effect:
 \amhp[x]    - Returns the MaxHP value of actor x.
 \ahp[x]     - Returns the current HP value of actor x.
 \ahp%[x]    - Returns the HP rate of actor x.
 \ammp[x]    - Returns the MaxMP value of actor x.
 \amp[x]     - Returns the current MP value of actor x.
 \amp%[x]    - Returns the MP rate of actor x.
 \amtp[x]    - Returns the MaxTP value of actor x.
 \atp[x]     - Returns the current TP value of actor x.
 \atp%[x]    - Returns the TP rate of actor x.
 \aatk[x]    - Returns actor x's ATK value. Attack
 \adef[x]    - Returns actor x's DEF value. Defense
 \amat[x]    - Returns actor x's MAT value. Magic Attack
 \amdf[x]    - Returns actor x's MDF value. Magic Defense
 \aagi[x]    - Returns actor x's AGI value. Agility
 \aluk[x]    - Returns actor x's LUK value. Luck

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 ActorXParam  Effect:
 \ahit[x]    - Returns actor x's HIT rate. Hit Rate
 \aeva[x]    - Returns actor x's EVA rate. Evasion Rate
 \acri[x]    - Returns actor x's CRI rate. Critical Rate
 \acev[x]    - Returns actor x's CEV rate. Critical Evasion Rate
 \amev[x]    - Returns actor x's MEV rate. Magic Evasion Rate
 \amrf[x]    - Returns actor x's MRF rate. Magic Reflection Rate
 \acnt[x]    - Returns actor x's CNT rate. Counter Attack Rate
 \ahrg[x]    - Returns actor x's HRG rate. HP Regeneration Rate
 \amrg[x]    - Returns actor x's MRG rate. MP Regeneration Rate
 \atrg[x]    - Returns actor x's TRG rate. TP Regeneration Rate

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 ActorSParam  Effect:
 \atgr[x]    - Returns actor x's TGR rate. Target Rate
 \agrd[x]    - Returns actor x's GRD rate. Guard Rate
 \arec[x]    - Returns actor x's REC rate. Recovery Rate
 \apha[x]    - Returns actor x's PHA rate. Pharmacology Rate
 \amcr[x]    - Returns actor x's MCR rate. MP Cost Rate
 \atcr[x]    - Returns actor x's TCR rate. TP Charge Rate
 \apdr[x]    - Returns actor x's PDR rate. Physical Damage Rate
 \amdr[x]    - Returns actor x's MDR rate. Magical Damage Rate
 \afdr[x]    - Returns actor x's FDR rate. Floor Damaage Rate
 \aexr[x]    - Returns actor x's EXR rate. Experience Rate

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 EnemyParam  Effect:
 \emhp[x]    - Returns the MaxHP value of enemy x.
 \ehp[x]     - Returns the current HP value of enemy x.
 \ehp%[x]    - Returns the HP rate of enemy x.
 \emmp[x]    - Returns the MaxMP value of enemy x.
 \emp[x]     - Returns the current MP value of enemy x.
 \emp%[x]    - Returns the MP rate of enemy x.
 \emtp[x]    - Returns the MaxTP value of enemy x.
 \etp[x]     - Returns the current TP value of enemy x.
 \etp%[x]    - Returns the TP rate of enemy x.
 \eatk[x]    - Returns enemy x's ATK value. Attack
 \edef[x]    - Returns enemy x's DEF value. Defense
 \emat[x]    - Returns enemy x's MAT value. Magic Attack
 \emdf[x]    - Returns enemy x's MDF value. Magic Defense
 \eagi[x]    - Returns enemy x's AGI value. Agility
 \eluk[x]    - Returns enemy x's LUK value. Luck
 \eexp[x]    - Returns enemy x's EXP value. Experience
 \egold[x]   - Returns enemy x's GOLD value. Gold

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 EnemyXParam  Effect:
 \ehit[x]    - Returns enemy x's HIT rate. Hit Rate
 \eeva[x]    - Returns enemy x's EVA rate. Evasion Rate
 \ecri[x]    - Returns enemy x's CRI rate. Critical Rate
 \ecev[x]    - Returns enemy x's CEV rate. Critical Evasion Rate
 \emev[x]    - Returns enemy x's MEV rate. Magic Evasion Rate
 \emrf[x]    - Returns enemy x's MRF rate. Magic Reflection Rate
 \ecnt[x]    - Returns enemy x's CNT rate. Counter Attack Rate
 \ehrg[x]    - Returns enemy x's HRG rate. HP Regeneration Rate
 \emrg[x]    - Returns enemy x's MRG rate. MP Regeneration Rate
 \etrg[x]    - Returns enemy x's TRG rate. TP Regeneration Rate

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 EnemySParam  Effect:
 \etgr[x]    - Returns enemy x's TGR rate. Target Rate
 \egrd[x]    - Returns enemy x's GRD rate. Guard Rate
 \erec[x]    - Returns enemy x's REC rate. Recovery Rate
 \epha[x]    - Returns enemy x's PHA rate. Pharmacology Rate
 \emcr[x]    - Returns enemy x's MCR rate. MP Cost Rate
 \etcr[x]    - Returns enemy x's TCR rate. TP Charge Rate
 \epdr[x]    - Returns enemy x's PDR rate. Physical Damage Rate
 \emdr[x]    - Returns enemy x's MDR rate. Magical Damage Rate
 \efdr[x]    - Returns enemy x's FDR rate. Floor Damaage Rate
 \eexr[x]    - Returns enemy x's EXR rate. Experience Rate

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Lunatic Mode – Text Code Structure

For those with JavaScript experience and would like to customize the way the text codes provided by this plugin behave, you can alter the code used for each of the text codes within the plugin parameters.

对于那些有JavaScript经验的用户,你甚至可以自定义文本代码的格式。

Inside the plugin parameters exist the code used when each text code is being converted by the in-game message functions. Refer to the variables displayed in the comments at the top of each code to understand which of the variables are being used and how they’re being used.

请参阅每个代码顶部注释,以了解如何使用它们。

By default:

x
– Refers to the x variable being inserted into the text code. This can be a number or string, depending on the text code.

y
– Refers to the y variable being inserted into the text code. This can be a number of string, depending on the text code.

text
– Refers to the text that will be displayed by the message system. This is what will appear as the final result for using the said text code.

Happy RPG Making!

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